用内容与上下文嵌入生成新游戏套餐,提升流行度32%~44%
Popularity Estimation and New Bundle Generation using Content and Context based Embeddings
- 基于内容与上下文嵌入生成套餐,融合销量、体验与多样性指标
- 在Steam数据集上生成的新套餐流行度比现有套餐高32%~44%
- 方法通用,可推广至商品、音乐等其他捆绑场景
推荐系统为商业和消费者创造巨大价值,通过在海量商品中推荐相关产品提升收入与体验。产品捆绑是推荐领域的新兴方向,旨在生成新组合并推荐给用户,而非单一物品。尽管捆绑推荐受广泛关注,但现有研究对捆绑生成仍不足,且缺乏有效的流行度评估指标。本文提出基于销售、用户体验与商品多样性的新型流行度度量,并结合内容感知与上下文感知嵌入,在开源Steam游戏数据集上生成新游戏捆绑。实验表明,所生成的捆绑在流行度指标上较现有捆绑提升32%至44%,计算高效,方法具有通用性,可扩展至商品、音乐等其他捆绑场景。
原文摘要 · Abstract (English)
Recommender systems create enormous value for businesses and their consumers. They increase revenue for businesses while improving the consumer experience by recommending relevant products amidst huge product base. Product bundling is an exciting development in the field of product recommendations. It aims at generating new bundles and recommending exciting and relevant bundles to their consumers. Unlike traditional recommender systems that recommend single items to consumers, product bundling aims at targeting a bundle, or a set of items, to the consumers. While bundle recommendation has attracted significant research interest recently, extant literature on bundle generation is scarce. Moreover, metrics to identify if a bundle is popular or not is not well studied. In this work, we aim to fulfill this gap by introducing new bundle popularity metrics based on sales, consumer experience and item diversity in a bundle. We use these metrics in the methodology proposed in this paper to generate new bundles for mobile games using content aware and context aware embeddings. We use opensource Steam Games dataset for our analysis. Our experiments indicate that we can generate new bundles that can outperform the existing bundles on the popularity metrics by 32% - 44%. Our experiments are computationally efficient and the proposed methodology is generic that can be extended to other bundling problems e.g. product bundling, music bundling.
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